AR Software - China

  • China
  • The AR Software market in China is projected to achieve a revenue of €1.9bn by the year 2024.
  • This estimate is based on the expected annual growth rate (CAGR 2024-2029) of 3.04%, which would result in a market volume of €2.2bn by 2029.
  • It is worth noting that in the United States is currently the largest revenue generator in this market, with a projected market volume of €3,658.0m in 2024.
  • In terms of user base, the AR Software market in China is expected to reach approximately 1.1bn users users by 2029.
  • The user penetration rate, which is the ratio of users to the total population, is projected to be 77.4% in 2024 and is anticipated to increase to 79.6% by 2029.
  • Furthermore, the average revenue per user (ARPU) in China's AR Software market is estimated to be €1.7.
  • This metric indicates the average amount of revenue generated per user.
  • Overall, the AR Software market in China presents significant growth potential, with substantial revenue projections and an expanding user base.
  • China's AR software market is experiencing rapid growth, driven by the country's strong focus on technological innovation and adoption.
 
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Analyst Opinion

The AR Software market in China is experiencing significant growth and development due to several key factors.

Customer preferences:
Chinese customers are increasingly drawn to AR software due to its ability to enhance their daily lives and provide unique experiences. AR technology allows users to interact with virtual objects in the real world, creating immersive and engaging experiences. This appeals to Chinese consumers who are always looking for new and innovative ways to enhance their daily activities, whether it's shopping, gaming, or socializing. Additionally, the younger generation in China, who are more tech-savvy and open to new experiences, are driving the demand for AR software.

Trends in the market:
One of the major trends in the AR Software market in China is the integration of AR technology into various industries. Companies in sectors such as retail, e-commerce, entertainment, and education are increasingly adopting AR software to enhance their products and services. For example, retailers are using AR to create virtual fitting rooms, allowing customers to try on clothes virtually before making a purchase. This not only improves the shopping experience but also reduces the rate of returns. Similarly, AR is being used in education to create interactive learning experiences, making education more engaging and effective. Another trend in the market is the development of AR software for smartphones. With the widespread adoption of smartphones in China, AR software developers are focusing on creating mobile applications that can be easily accessed and used by a large number of people. This allows users to experience AR without the need for additional hardware, making it more accessible and convenient.

Local special circumstances:
China has a large and growing tech-savvy population, which provides a fertile ground for the development of the AR Software market. The Chinese government has also shown support for the development of AR technology by investing in research and development, promoting innovation, and providing incentives for companies in the AR industry. This favorable environment has attracted both domestic and international companies to invest in the AR Software market in China, leading to its rapid growth.

Underlying macroeconomic factors:
China's strong economic growth and increasing disposable income of its population have contributed to the growth of the AR Software market. As people have more money to spend, they are willing to invest in new technologies and experiences that enhance their daily lives. Additionally, the rapid urbanization in China has created a large consumer base in cities, where AR technology is more accessible and widely used. In conclusion, the AR Software market in China is experiencing significant growth and development due to customer preferences for immersive and innovative experiences, the integration of AR technology into various industries, the development of AR software for smartphones, local special circumstances such as government support and a tech-savvy population, and the underlying macroeconomic factors of strong economic growth and increasing disposable income.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on AR software revenue, which includes revenues related to in-app purchases as well as revenues from the purchase of social media, gaming, and eCommerce apps.

Modeling approach / market size:

The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as consumer spending, internet penetration, 4G coverage, and historical developments.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are level of digitalization, adoption of technology, GDP per capita, and internet penetration.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development).

Vue d’ensemble

  • Revenue
  • Analyst Opinion
  • Reach
  • Global Comparison
  • Methodology
  • Key Market Indicators
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